add ball throw mechanic

This commit is contained in:
DramaticShape
2026-08-08 09:44:47 -04:00
parent f0d5ca570a
commit 87a6c03017
3 changed files with 173 additions and 5 deletions
+98
View File
@@ -0,0 +1,98 @@
-- LET'S GO: the whole party's experience, on one card.
--
-- Sharing experience to everybody has a cost the original game never had
-- to pay: six Pokemon means six "X gained N EXP. Points!" boxes for every
-- knockout, each needing its own press. That is the same information the
-- player wanted, delivered in the most tiring possible way -- and it is
-- worse than a wall of text, because the numbers arrive one at a time so
-- the one thing a shared payout is FOR (comparing them: the little one
-- gained five times what the big one did) can never be seen at once.
--
-- So the per-Pokemon lines are suppressed and this card is shown in their
-- place: one box, one press, every gain side by side, with a level-up
-- called out on the row it happened to. What the card cannot cover still
-- plays as it always did -- "X grew to level 6!", the stats window, and
-- any move learned -- because those are events, not a tally.
--
-- Drawn with the engine's own font and box, in the GB's own frame, so it
-- sits in a staged 3D battle exactly like every other battle panel.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ExpPanel = {}
ExpPanel.__index = ExpPanel
local Font = nil
local function font()
if Font ~= nil then return Font or nil end
local ok, F = pcall(require, "src.render.Font")
Font = ok and F or false
return Font or nil
end
-- the GB frame, in 8-pixel tiles
local TILE = 8
local COLS, ROWS = 20, 18
local ROW_H = 12 -- pixels between listed Pokemon
-- `rows` is filled by the award loop and read HERE, at draw time: the
-- loop runs to completion long before the battle queue reaches this
-- panel, so the table is always complete by the time it is shown.
function ExpPanel.new(game, rows)
return setmetatable({ game = game, rows = rows or {}, t = 0 }, ExpPanel)
end
function ExpPanel:update(dt)
self.t = (self.t or 0) + (dt or 0)
local input = self.game and self.game.input
if not input then return end
-- a beat of deafness: the press that dismissed whatever came before
-- must not dismiss this card in the same breath
if self.t < 0.12 then return end
if input:wasPressed("a") or input:wasPressed("b") then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
end
function ExpPanel:draw()
local F = font()
if not F then return end
local rows = self.rows or {}
local n = #rows
if n == 0 then return end
-- bottom-anchored and only as tall as it needs to be, so a two-Pokemon
-- party does not black out the fight behind it
local th = 3 + math.ceil(n * ROW_H / TILE)
th = math.min(th, ROWS - 1)
local ty = ROWS - th
F.drawBox(0, ty, COLS, th)
love.graphics.setColor(0, 0, 0, 1)
local x0 = TILE
local y0 = (ty + 1) * TILE + 2
F.draw("EXP GAINED", x0, y0)
for i, r in ipairs(rows) do
local y = y0 + ROW_H + (i - 1) * ROW_H
if y > (ROWS - 1) * TILE then break end
local mon = r.mon
local name = mon.nickname
or (self.game.data.pokemon[mon.species] or {}).name
or tostring(mon.species)
F.draw(name, x0, y)
-- a level-up is called out where it happened rather than left to the
-- message that follows, so the card reads as the whole story
if (r.to or 0) > (r.from or 0) then
local up = ("L%d"):format(r.to)
F.draw(up, 108 - F.width(up), y)
end
local amt = ("+%d"):format(r.gained or 0)
F.draw(amt, 152 - F.width(amt), y)
end
love.graphics.setColor(1, 1, 1, 1)
end
return ExpPanel
+24 -2
View File
@@ -324,11 +324,33 @@ function LetsGo.install()
-- --
-- Everything else -- CATCH ONLY, the row switched off, another mod's -- Everything else -- CATCH ONLY, the row switched off, another mod's
-- battle -- falls through to the engine's own split untouched. -- battle -- falls through to the engine's own split untouched.
-- ------- and it is announced ONCE, not once per Pokemon
--
-- Six party members would otherwise mean six "X gained N EXP. Points!"
-- boxes per knockout. The per-Pokemon lines are suppressed (the `false`
-- to applyShare) and one card is shown instead -- see lib/ExpPanel.lua
-- for why that is better than a faster wall of the same text.
--
-- The card is queued BEFORE the loop that fills it. That is not a race:
-- applyShare applies its experience immediately and only QUEUES its
-- messages, so the loop runs to completion synchronously here, while
-- the queue does not reach the card's factory until later -- by which
-- time `rows` is complete. Queueing it first is what puts the tally
-- ahead of the "grew to level" chatter it is a summary of.
local ExpPanel = V.require("ExpPanel")
local function payParty(ctx, mult) local function payParty(ctx, mult)
local battle = ctx.battle
local rows = {}
battle:uiNext(function() return ExpPanel.new(battle.game, rows) end)
granting = { mult = mult } granting = { mult = mult }
local okAward, err = pcall(function() local okAward, err = pcall(function()
for _, mon in ipairs(ctx.battle.game.save.party) do for _, mon in ipairs(battle.game.save.party) do
if mon.hp > 0 then ctx.applyShare(mon, 1, true) end if mon.hp > 0 then
local exp0, lv0 = mon.exp, mon.level
ctx.applyShare(mon, 1, false)
rows[#rows + 1] = { mon = mon, gained = mon.exp - exp0,
from = lv0, to = mon.level }
end
end end
end) end)
granting = nil granting = nil
+51 -3
View File
@@ -27,6 +27,27 @@ return function(game)
LetsGo.setting:setValue(MODE == "off" and false or MODE, game) LetsGo.setting:setValue(MODE == "off" and false or MODE, game)
U.log("LET'S GO mode: " .. tostring(LetsGo.mode())) U.log("LET'S GO mode: " .. tostring(LetsGo.mode()))
-- count the summary cards at their SOURCE rather than by catching them
-- on the stack: the driver taps fast enough to dismiss one between two
-- polls, and an absence there would look like a card that never came
local ExpPanel = lib.require("ExpPanel")
local innerNew, cards = ExpPanel.new, 0
ExpPanel.new = function(g, rows)
local panel = innerNew(g, rows)
cards = cards + 1
-- read at DRAW time in the real thing; here the loop that fills it
-- has already run, so peeking now is honest
local parts = {}
for _, r in ipairs(rows or {}) do
parts[#parts + 1] = ("%s+%d%s"):format(
(g.data.pokemon[r.mon.species] or {}).name or "?", r.gained or 0,
(r.to or 0) > (r.from or 0) and ("->L" .. r.to) or "")
end
U.log(("EXP CARD #%d: %s"):format(cards, table.concat(parts, " ")))
CARD_HOLD = 20 -- frames to stop tapping, so it can be shot
return panel
end
-- one strong fighter and two bystanders: only the fighter gains on the -- one strong fighter and two bystanders: only the fighter gains on the
-- engine's own rules, so the bystanders ARE the test -- engine's own rules, so the bystanders ARE the test
game.save.party = { game.save.party = {
@@ -82,10 +103,28 @@ return function(game)
-- through the intro to the menu, then FIGHT + first move, over and -- through the intro to the menu, then FIGHT + first move, over and
-- over until the fight resolves. The enemy's HP is logged as it goes, -- over until the fight resolves. The enemy's HP is logged as it goes,
-- so a fight that stalls is visibly a stall rather than a silent zero. -- so a fight that stalls is visibly a stall rather than a silent zero.
local lastHP = nil local lastHP, shotPanel = nil, false
for i = 1, 900 do for i = 1, 900 do
if battle.result then break end -- the fight ending does NOT end the loop until the card has been
if battle.phase == "menu" then -- photographed: the last knockout resolves the battle in the same
-- breath that queues the card, so breaking on `result` alone leaves
-- every run with the card built and never seen
if battle.result and shotPanel then break end
-- hold the taps while the card is up, so it can be shot rather than
-- dismissed on the next frame
if (CARD_HOLD or 0) > 0 then
CARD_HOLD = CARD_HOLD - 1
if not shotPanel then
local top = game.stack and game.stack:top()
if top and rawget(top, "rows") then
shotPanel = true
U.shot(game, (os.getenv("SHOT_DIR") or ".scratchpad")
.. "/exp_panel.png")
U.log("shot the card")
end
end
U.wait(1)
elseif battle.phase == "menu" then
battle.menuIndex = 1 -- FIGHT battle.menuIndex = 1 -- FIGHT
U.tap(game, "a") U.tap(game, "a")
elseif battle.phase == "moveSelect" then elseif battle.phase == "moveSelect" then
@@ -100,6 +139,15 @@ return function(game)
U.log((" foe HP -> %s (phase %s, step %d)") U.log((" foe HP -> %s (phase %s, step %d)")
:format(tostring(hp), tostring(battle.phase), i)) :format(tostring(hp), tostring(battle.phase), i))
end end
-- photograph the summary card the moment it is on top, then let the
-- taps carry on and dismiss it
local top = game.stack and game.stack:top()
if top and not shotPanel and top ~= battle and rawget(top, "rows") then
shotPanel = true
U.shot(game, (os.getenv("SHOT_DIR") or ".scratchpad")
.. "/exp_panel.png")
U.log("shot the card")
end
U.wait(5) U.wait(5)
end end
U.log("battle result: " .. tostring(battle.result) U.log("battle result: " .. tostring(battle.result)